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Home » Documentation » Manual
Previous: Jenkins (automatic cloud builds for CGE projects)
Next: Which way is up?
Manual

Miscellaneous knowledge

Contents:

  • Which way is up?
  • Transformation hierarchy
  • CastleWindow Backends
  • Threads
Previous: Jenkins (automatic cloud builds for CGE projects)
Next: Which way is up?
Manual
Documentation
  • Manual
    • Install
    • Build your first application
    • Designing user interface and handling events (press, update) within the state
      • Managing States
    • Viewport with scenes, camera, navigation
      • Tutorial: Designing a 3D world
      • Tutorial: Designing a 2D world
      • Camera
      • Navigation
      • Writing code to modify scenes and transformations
      • Multiple viewports to display one world
    • User interface
      • Custom drawn 2D controls: player HUD
      • Text and fonts
      • Customize loading image
    • Editor
      • Custom Components in Editor
    • 2D games
      • Sprite sheets
      • Images
      • How to render 2D images/sprites
    • Physics
    • Sound
      • OpenAL
      • FMOD
    • Persistent data (user preferences, savegames)
    • Screenshots
    • Network, downloading and using URLs
    • Logging
    • Cross-platform (desktop, mobile, consoles...) projects
      • Data directory
      • CastleEngineManifest.xml
      • Customize UI scaling, font, warmup cache by CastleSettings.xml
      • Build Tool
    • Platforms details
      • Android
      • Android FAQ
      • Android Services (Google Play Games and many more...)
      • iOS
      • iOS Services (Apple Game Center and many more...)
      • In-App Purchases (Android, iOS)
      • Nintendo Switch
      • macOS
    • Optimization
      • Occlusion Query
      • Profiling Using Valgrind
      • Detecting Memory Leaks Using HeapTrc
    • Making rendering prettier
      • Gamma Correction
      • Blending
      • Alpha Bleeding
      • Background (skybox, sky and ground)
    • Use engine inside Lazarus form using TCastleControl
    • Automatic Builds (Continuous Integration and Delivery)
      • GitHub Actions (automatic builds if your project lives on GitHub)
      • Docker (easily get CGE, compilers, texture compression tools)
      • Jenkins (automatic cloud builds for CGE projects)
    • Miscellaneous
      • Which way is up?
      • Transformation hierarchy
      • CastleWindow Backends
      • Threads
    • Deprecated: Utilities for typical 3D games
      • Overview
      • Loading game level
      • Player
      • Defining creatures and items
      • Using creatures and items
      • Extending creatures and items classes
  • Creating Game Data
    • Exporting 3D and 2D models
      • Supported model formats
        • glTF
      • Blender
      • 3ds Max
      • Maya
      • Spine
      • Dragon Bones
    • Material properties configuration
    • Auto-generated compressed and scaled textures
    • Deprecated: XML files describing game data for typical 3D games
      • Levels
      • Resources (creatures and items)
      • Player configuration
    • Deprecated: Sounds XML description
  • API Reference
  • Modern Object Pascal Introduction
  • CGE for Unity Developers
  • Compiling from source
  • More...
    • Supported compilers and IDEs
    • Roadmap
    • Helping in engine development
      • Donate
    • Coding Conventions
    • Coding Traps
    • Units Map
    • License
    • fpcupdeluxe
    • FpMake and FpPkg

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